tunnels & trolls specialists (6247613)

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Tunnels and Trolls Specialist Classes

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Tunnels & Trolls SpecialistsCreditsTunnels & Trolls Specialists 2010 Postmortem Studios (James Grim Desborough)Writing, Editing, Layout: James Grim Desborough.Artwork: Sade, Calvin Clamp, Darkzel, Brad McDevitt.Permission kindly granted by Rick Loomis.Extra Specialist Character ClassesTunnels & Trolls has the main character class types covered between its warrior, rogue and wizard character types as well as covering your ordinary civilian types with their own character class. Ten it goes on to dene a more focussed series of character types within the specialist. Tese character classes give you rangers, spe-cialist wizards, leaders and in very rare cases para-gons, but this leaves some room for other specialists in the areas and statistics that arent covered. Te core rulebook provides no such specialists for Strength, Intelligence, Constitution, Luck or Speed an omission that these character classes will attempt to rectify in providing new character options for play-ers who are unfortunate enough to roll really well in a statistic that doesnt have a specialist class associated with it - yet.Strength: Te BruteTe Brute is a powerhouse of physical strength, not only strong in body but in discipline, knowing precisely how to apply that strength. Te Brute can fend their enemies o, even when outnumbered and they know how to apply their strength to topple creatures many times their size, to break down doors, sunder shields and to crash through virtually any barrier.When you roll a natural triple that scores 15 or higher on the Strength attribute for your new character, then you have the opportunity to make him or her into a Brute.A Brutes massive strength enables them to cause great harm to an enemy, even if theyre on the losing side. In combat a Brute scores points of spite damage on any rolls of ve or six, not only on a six. Armed with the right sort of weapons this means the Brute can whittle down even a superior force of enemies, turning the tide of battle for their friends.Trained and experienced in wielding their superior power the Brute is well aware of their own strength and is able to apply it more eectively than those without such training or capability. Te Saving Rolls of any Strength checks made by the Brute are reduced by one level to a minimum of Level One.Finally the Brute is well able to wield and use weap-ons of greater weight and power than lesser men with weaker or cruder capabilities. Tey reduce the Strength requirement to use any weapon by a number equal to their Level.Constitution: Te DefenderTe Defender is an immovable object, a stalwart gure that can ward o blows that would strike down any lesser gure. With their feet set to the ground they refuse to be moved or to be harmed, shrugging o wounds and attacks that would stagger or kill lesser men. Defenders are quick to leap to the defence of their fellows and can protect them by taking wounds or using their shield, armour and weapons to ward o attacks meant for their compatriots.When you roll a natural triple that scores 15 or higher on the Constitution attribute for your new character, then you have the opportunity to make him or her into a Defender.Te Defenders great toughness is increased through adversity. Teir body adapts to learn to take pain, wounds, poisons and to shrug them o as though they were nothing. Te Defender may reduce any incoming damage by a value equal to their level.Defenders learn to use armour to its fullest eective-ness just as Warriors do and double the eects of any armour or shields that they employ. Tis does not apply to their natural damage reduction.Finally the Defender is able to intercept attacks and wounds intended for their fellow adventurers. Te total of the Defenders armour and their damage reduction from their level can be used not only to reduce any damage done to them after it has been portioned out by the Games Master but also to the other characters, if they have any armour points left.Luck: Te TricksterTe Trickster is a class that succeeds by pushing its luck, relying on fate, fortune and their own daredevil skills to get them through situations that might be better served by magic or force of arms. Te Trickster is typi-cally cocky and overcondent after all fortune favours them something which can get their compatriots into trouble even if the Trickster can get by without so much as a rued feather.When you roll a natural triple that scores 15 or higher on the Luck attribute for your new character, then you have the opportunity to make him or her into a Trick-ster.A Tricksters capability isnt all down to luck; theyre naturally skilled as well and start character creation with two Talents instead of one, a reection of their high degree of skill.A Trickster is a living, breathing, walking deance of probabilities, bell curves and averages. Te Trickster gets a pool of dice equal to their Luck statistic which can be traded one for one to re-roll any dice rolled by anyone in the game. Tis can be used to disrupt the rolls of enemies, to try and score more highly on their own rolls or to give their fellow adventurers a second chance at avoiding a deadly trap. Tese points regener-ate at the rate of one per night of rest that the Trickster gets or they completely regenerate between adventures.Tricksters are so inherently lucky that they double their Level bonus to Saving Rolls when they are made against their luck. Lady Luck loves her children so much that they are constantly getting lucky breaks whenever pure chance is called upon to fall for or against them.Relying on speed and manoeuvrability as they do, Tricksters are limited when it comes to their armour, their Strength is considered halved for the purposes of determining what armour they can wear and move around in safely.Speed: Te SwashbucklerTe Swashbuckler uses speed and accuracy where an ordinary warrior would use brute force and terrible vio-lence. Te Swashbuckler is, instead, obsessed with style, ourish and being the very best that they can be. In combat Swashbucklers are fast, blurs of steel that leap and twist around the battleeld leaving havoc in their wake and pulling o stunts and manoeuvres that make everyone else look like lumbering dinosaurs.When you roll a natural triple that scores 15 or higher on the Speed attribute for your new character, then you have the opportunity to make him or her into a Swash-buckler.Ducking, diving, bobbing and weaving the Swash-buckler is hard for the enemy to hit and can reduce any incoming damage done to them by a number equal to their level. Tey seem to skip around arrows, taunt blades and slip through traps just in the nick of time.Trained to a fault and possessed of uncanny senses of timing and perception a Swashbuckler can tell when something is about to go wrong and can correct the problem before it gets too far out of hand. Once per combat a Swashbuckler can completely discard a roll they just made and replace it with a new one.Swashbucklers are particularly known for their dra-matic stunts and special actions that can turn the tide of battle. When making a Saving Roll to perform a particular stunt that the Games Master has approved, the Swashbuckler adds double their Level to the roll.Swashbucklers must be light and fast on their feet to perform at their best. A Swashbucklers Strength is con-sidered half of its normal value for determining what armour they can wear and they may only wield one-handed weapons.Intelligence: Te TinkerMagic is all well and good but when you really get down to it magic can be terribly unreliable. Wiz runs short, spells zzle, demons batter at the gates of real-ity every time you use a spell to light a camp re. You dont get this sort of problem with honest wood, metal, waterwheels, hammers or the fruits of human labour. Te Tinker rejects magic and all its works and instead focuses on honing their mind and their understanding of the natural rather than the unnatural universe in order to turn out inventions that are hard to under-stand and only really usable in the hands of a tinker but which, nonetheless are powerful and lack many of the drawbacks of magic.When you roll a natural triple that scores 15 or higher on the Intelligence attribute for your new character, then you have the opportunity to make him or her into a Tinker.Tinkers are known for their devices, strange and eso-teric machines and tools that allow them to perform feats that are normally the reserve of magicians but which are pure natural philosophy. A Tinker has a pool of points equal to their Intelligence which determines how many devices they can maintain and operate at any time and these devices must be chosen before the adventure commences. It will take a day of tinkering in a workshop for each Intelligence point to replenish stocks or to change devices, cannibalising parts from the old.Device Levels indicate the minimum level a character must be to access those devices but a character may purchase multiple examples or uses of any device they are qualied for at any level.Level One DevicesAcid TongueInt Cost: 2Range: Touch/10 yardsDuration: InstantaneousMultiple?: Tis device may be bought multiple times.Description: A piece of leather cut to resemble a tongue, infused with vile and smouldering acids and sealed with wax, the Acid Tongue can be broken open and either thrown at an enemy for 1d6 damage or used to lick wood or metal. Against wood it can burn a hole large enough to crawl through, against metal it can dissolve an amount roughly equivalent to the size of a dagger, with enough diligent licking.Big BootsInt Cost: 5Range: N/ADuration: N/AMultiple?: Tis device may be bought multiple times and given to other members of the party.Description: A big pair of hobnail boots with steel toecaps these big boots provide extra protection giv-ing the wearer an extra point of Hits protection and +1 to their adds in unarmed combat. Any damage done directly to the feet is considered reduced by an extra ve Hits. Tey also make a satisfying clumping sound and look really cool.Choke-SmokeInt Cost: 3Range: 10 yards, 5 yard radiusDuration: 3 turns.Multiple?: Tis device may be bought multiple times OR the smoke can be made more powerful, increasing the level of the saving roll.Description: A big jar lled with thick, cloying smoke, when broken open by being thrown or smashed it releases this smoke which spreads out to ll a ve yard radius. Anything within this area must make a Con sav-ing roll at Level 1 or take a point of spite damage and be unable to act this turn.Food PillInt Cost: 1Range: N/ADuration: InstantaneousMultiple?: Tis device may be bought multiple times.Description: A small candied capsule containing dehydrated water and essential nutrients the food pill replaces all need for any food or water for a whole day and comes in four fruity avours, mango, banana, ap-ple and pear.Glow-TorchInt Cost: 3Range: N/ADuration: Until exposed to sunlightMultiple?: Tis device may be bought multiple times.Description: A short baton-like stick with one end encased in wax. Tis seal may be broken allowing the special chemicals beneath to get access to the air and to begin to glow. Te stick glows like a lantern but cannot be put out, only smothered and will continue to glow indenitely until exposed to sunlight. Te light has an unearthly green colour to it and, if held in the presence of music, can cause the user to compulsively wave it around in time with the rhythm.GogglesInt Cost: 5Range: N/ADuration: IndeniteMultiple?: Tis device may be bought multiple times and shared out around the group.Description: A large pair of leather goggles with thick glass lenses these provide perfect protection from ying sparks, splinters, bright light and other deleterious ef-fects. Tey grant the wearer complete immunity to any sight-based attacks such as a Medusas stare or sudden exposure to really bright lights.Gummy-ChewInt Cost: 1Range: N/ADuration: IndeniteMultiple?: Tis device may be bought multiple times.Description: A small stick of a chewy pink substance of sweet but unidentiable avour, a gummy-chew can be chewed up into a sticky sweet pulp and then used to glue or bond two things together or to make an emergency repair of a broken device or construction. It will hold just long enough, however long that might be, before breaking again.Instant ScabInt Cost: 2Range: TouchDuration: InstantaneousMultiple?: Tis device may be bought multiple times.Description: A little bottle of grey uid with a brush/lid combo top this gooey stu smells like rotting sh. When applied to a wound it forms an instant scab, pre-venting bleeding and infection and healing the recipi-ent of 1d6 damage. It stings when its put on and has been known to make big tough warriors cry.Tinkers VestInt Cost: 10Range: N/ADuration: IndeniteMultiple?: No.Description: A Tinkers vest has all the tools and help-ful gubbins that a Tinker could ever need. Magnify-ing glasses, thread, spare cogs, pieces of string, all in a variety of dierently shaped leather pockets. Wearing the vest provides an extra two points of armour (Hits) and reduces any Intelligence based saving rolls that the Tinker has to make by one Level (to a minimum of Level 1). Some Tinkers have an eye-catching logo painted on the back.Vial of VilenessInt Cost: 3Range: 5 yard radiusDuration: 3 turns.Multiple?: Tis device may be bought multiple times OR additional uses may be spent to increasing the sav-ing roll level or the duration.Description: A stoppered glass vial containing a foul, brackish, greenish goo the vial of vileness contains the very essence of disgust. Distilled from lled diapers, rotten meat, turned milk and a thousand other disgust-ing ingredients, not even a demon of foulness can stand the stench emitted by this vial. Anything seeking to approach the user of the vial must make a Con based saving roll at Level 1 to be able to do so. Holding your nose cuts out the stench but makes you much clumsier in combat reducing Adds by half. Te vial comes with nose plugs.Level Two DevicesSploderInt Cost: 3Range: 10 yards, 3 yard radiusDuration: InstantaneousMultiple?: Tis device may be bought multiple times or its damage may be increased by one dice.Description: A round clay pot with a piece of tarry rope sticking out of one end the sploder is lled with explosive powder of the Tinkers own recipe as well as screws, pieces of glass, rat droppings or anything else the Tinker might think of to put in there. When lit and thrown the sploder explodes, doing 2d6 damage. Some Tinkers like to write little messages or paint faces on their sploders.Clockwork MouseInt Cost: 5Range: 30 yardsDuration: 2 turns, may be used multiple times.Multiple?: Tis device may be bought multiple times.Description: A small wooden mouse with a key stick-ing out of its back, the clockwork mouse can be wound up and then sent trundling down corridors or into rooms ahead of the party. Tis can be used to ush out monsters or, due to its cunning design, the discover traps, wasting a little clockwork mouse rather than a relatively important party member. Clockwork mice are just strong enough to carry a sploder and squeak every thirty seconds while in operation.Essence of EelInt Cost: 3Range: Touch/10 yards, 1 yard radius.Duration: One saving roll OR indenite.Multiple?: Tis device may be bought multiple times or made more slippery which increases or decreases the Level of the saving roll, or Hits of armour, as appropri-ate.Description: A pot of the slipperiest substance known to mankind this special oil can be smeared over a person, which decreases the Level of any appropriate saving rolls they might make (such as slipping through bars) by one to a minimum of Level one. It can also be smeared over armour, lasting for one combat, making them too slippery for a weapon to get purchase on, increasing the Hits of their armour by one. If tossed on the oor, anything crossing that patch must make a Dexterity saving roll at level one. Te oil gives skin an attractive, tanned sheen.Grabber-GunInt Cost: 8Range: 25 yardsDuration: InstantaneousMultiple?: No. Extra charges/grapples for the gun may be bought for 2 Int each.Description: A fat little black powder gun with a com-plicated clockwork apparatus this device res a grapnel on the end of a line and allows the user to winch them-selves up with no diculty at all. If used in combat it does 4+7 dice/adds and entangles the target for a turn, leaving them vulnerable. It really is a wonderful toy.Guaranteed GauntletsInt Cost: 5Range: N/ADuration: IndeniteMultiple?: Tis device may be bought multiple times and shared around the party.Description: Tese big, heavy gloves may reduce your Combat Adds by -1 but they increase the Hits of your armour by one. Tese gauntlets are practically invulner-able and, while wearing them, you cannot be aected by anything you touch, be it hot, cold, cursed or oth-erwise harmful to your ngers. A handy piece of string run through your sleeves means youll never drop these miraculous mittens.Gummy-GlueInt Cost: 3Range: 10 yards/1 yard radiusDuration: 1d6 turnsMultiple?: Tis device may be bought multiple times.Description: Gummy glue can be used to stick things together, incredibly strongly and is often used to glue doors shut or to repair important devices, broken armour or weapons. When hurled as a missile weapon or spread on the oor it can cause enemies to get stuck in place and gummed up for 1d6 turns, until the glue hardens and turns brittle, allowing them to break free. Do not ingest, keep away from children not the glue, just generally speaking.Magnetic ManipulatorInt Cost: 10Range: TouchDuration: InstantaneousMultiple?: No.Description: A big stick with a wheel at one end and full of magnets, the magnetic manipulator can be used to lock and unlock doors. Against ordinary, mechanical locks this just takes a turn of twisting the wheel and the door locks or unlocks without any fuss. Against magi-cal locks you have to roll a dice. On a one the magnetic manipulator breaks, losing its magnetism, on a six the door opens.ZapperInt Cost: 5Range: TouchDuration: InstantaneousMultiple?: Tis device may be bought multiple times but normally comes with one charge, extra charges can be bought at a cost of 1 Int per charge.Description: Each charge of this device lasts for a turn of combat, electrifying the weapon and causing it to do an additional 1d6 of damage. While switched on the weapon that the zapper is attached to glows blue and crackles with energy in a very melodramatic fashion.Level Tree DevicesBottled LuckInt Cost: 5Range: TouchDuration: InstantaneousMultiple?: Tis device may be bought multiple times.Description: A small vial of glittering pixie-dust sus-pended in sugar water. When imbibed this uid allows the character to re-roll something they just screwed up, big time. Harvesting pixie dust is dicult, not to men-tion a great invasion of the personal space of the pixies, and should not be attempted by amateurs.Fake WallInt Cost: 10Range: TouchDuration: IndeniteMultiple?: NoDescription: Resembling a large scroll case the fake wall can be unrolled and used to block a normal sized corridor or tunnel. Inside the case is a piece of canvas upon which has been expertly painted a stone wall on one side and a rocky cavern wall on the other. Pulled up behind hiding adventurers this resembles a dead end, confusing pursuing monsters and allowing the party to make good their escape. Rocket powered roller-skates cannot be too far o.Farce FieldInt Cost: 10Range: PersonalDuration: Until exhaustedMultiple?: No. Te absorption of the farce eld can be increased by ve for every additional Int point spent.Description: A harness of chains, all connected to a clicking and whirring chest-piece the farce eld sur-rounds the wearer with a powerful aura of protection capable of absorbing thirty damage before collapsing and breaking.Pepperbox PistolInt Cost: 10Multiple?: Te pistol comes with enough shot and powder for 10 shots, each extra Int spent provides another ve shots, or they can be bought normally if rearms are in the game. Multiple pistols may not be bought.Description: Tis experimental pistol has ve barrels and res like a normal bow or crossbow. It does 5+15 damage and requires a Str and Dex of eight to be han-dled and red eectively. Any number of barrels may be red at once, increasing the Adds by 15 per extra shot and the Str and Dex required by one. Te really loud bang and devastating eect can lead to uncontrollable and gleeful giggling.Reective CoatingInt Cost: 5Range: PersonalDuration: One use per coating.Multiple?: Tis device may be bought multiple times and applied to dierent suits of armour or the same one.Description: A pot of what looks like mercury, this mirrored substance can be brushed onto any suit of armour giving it a bright, liquid-metal, reective qual-ity. If struck by any magical eect the mirrored surface is burnt away but completely reects the eect of the magic back onto the person who cast or used it. Tis does not aect devices, even if they have seemingly magical eects. On the downside people can see you from miles away and ghting in bright sunlight can be painful for the eyes.Vapour VestInt Cost: 10Range: PersonalDuration: IndeniteMultiple?: Tis device may be bought multiple times to equip other people.Description: Tis vest is a harness with attached blad-ders, front and back, lled with volatile chemicals and all joined up by a rubber hose to a mouth piece that ties on with string. With the face mask attached the wearer can breath the slightly musty air that issues from the mask thus enabling them to breathe underwater or in toxic fume clouds and rendering them immune to any gas or stink based attacks. Te ination and deation of the gas bladders does look a little strange and unsettling and may get you run out of town as a mutant beast.Level Four DevicesClockwork GoblinInt Cost: 10 per level to a maximum of 50Range: N/ADuration: Until brokenMultiple?: No. Te level of the goblin may be increased to a maximum of ve by spending ten points per level.Description: A metal simulacrum of a goblin the clockwork goblin can follow simple commands verbally or be given more complicated standing orders by virtue of special pieces of punched card which can be inserted between its brass buttocks. Other than being complete-ly dumb and issuing whirring noises it is exactly like a goblin right down to having a goblins Monster Rating. By spending an hour tinkering with the goblin a tinker can restore 1d6 of its lost Monster Rating. Civilian folk nd this automaton more than a little disturbing and quite often smash them up.Feather-FloatInt Cost: 5Range: PersonalDuration: Single useMultiple?: Tis device may be bought multiple times and can be shared with other members of the party.Description: A tiny backpack-like aair with two leather straps and a leather thong that can be pulled, the feather-oat releases and unfolds a pyramid shaped bag of silk which catches air and slows the wearers descent should they fall o anything, allowing them to land, safe but dizzy, from any fall more than fty feet. Its practically impossible to fold back up the right way again and almost always tears, so it only has a single use. Abandoned feather-oats may well nd themselves recycled as stylish evening dresses.Pepperbox RieInt Cost: 15Multiple?: Te rie comes with enough shot/powder for 10 shots, each extra Int spent provides another ve shots, or they can be bought normally if rearms are in the game. Multiple ries cannot be bought.Description: Tis rie has ve barrels and res like a normal bow/crossbow. It does 7+20 damage and requires Str 12 and Dex 8 to be handled and red. Any number of barrels may be red at once, increasing the Adds by 20 per extra shot and the Str and Dex required by 1. Te device makes a gratifying boom and the rer disappears into a cloud of smoke after ring.Philosophers GravelInt Cost: 5Range: TouchDuration: InstantaneousMultiple?: Tis device may be bought multiple times.Description: Fragments of a very special chemical con-coction, philosophers gravel is impractical to produce on a large scale but the tiny fragments can be used rubbed against a baser metal in order to turn it into gold. Each use converts a lump of base metal into 1d6 gold pieces worth of gold, if you roll a six add on and keep rolling. If used on metal armour this reduces the Hits of the armour by an equal amount as gold is not a good metal for armour, being soft and malleable. Some Tinkers get carried away making this stu thinking they can get rich but the fumes from the process tend to make them too crazy to appreciate it.Level Five DevicesMechanical CogitatorInt Cost: 20Range: PersonalDuration: InstantaneousMultiple?: No.Description: A box lled with golden gears and with a trumpet sticking out of one end the mechanical cogita-tor can be asked any question (that the Games Master deems appropriate) and then cranked to provide a yes, no or maybe (if the Games Master didnt like the question) answer. Roll a dice when you do so, on a roll of 1 the gears seize up rendering the device useless for further questions, otherwise you can get the answer. Yes, your bum does look big in that robe.WatchstopInt Cost: 20Range: PersonalDuration: 1d6 turnsMultiple?: Tis device may be bought multiple times but only to give the one device multiple uses.Description: An ornate pocket watch the watchstop is so perfectly in time and so accurate that to mess with the watch is to mess with time itself. By clicking a but-ton time can be frozen for anyone except the wielder of the watch for 1d6 combat turns, allowing the user to get up to all kinds of mischief in the meantime. Te Powers that be dont like people messing with time and a persistent abuser may nd themselves on the receiving end of a visit from the guardians of temporal normality.WingsInt Cost: 20Range: IndeniteDuration: IndeniteMultiple?: No.Description: A special folding frame can be sprung open with a tug on a special strap, extending great silk-and-metal wings either side of the wearer which can then be apped to gain altitude and soar amongst the eagles. Te wearer gains the ability to y, though the wings will break on a roll of a 1 when landing, land-ings are tricky things and the wings are quire fragile. Tanks to rigorous testing they are not made from wax and feathers.Keep up to date and contact Postmortem Studios:[email protected]/uk